Call of Duty: Black Ops 7 Season 06 Patch Notes

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  • Season 06

MULTIPLAYER

 

Weapons

 

Our October 15 update will include the final major weapon balancing pass for Black Ops 7, and our goal is to have Multiplayer in a place where players can enjoy all the weapons the game has to offer. The changes focus on adjustments to our newest content, buffs to numerous weapons that have declined in use over the last few seasons, and some specific attention to shotguns and Marksman Rifles.

Unless specifically stated in the notes, the changes here do not carry into Zombies or Endgame.

On behalf of the entire weapons team at Treyarch, thank you for an amazing year! 

 

Assault Rifles

Assault Rifle Adjustments

Weapon
Adjustments
Weapon:

TR51 Para

Adjustments:
The TR51 Para is meant to capture the spirit of the semi-auto ARs from classic Black Ops titles. The Rate of Fire is being reduced to slightly close the gap between optimal and practical trigger usage. Hitting the cap should still be a form of skill expression. The Max Damage change will remove the 2-shot headshot capability up close, which was creating unnecessary inconsistency in time to death on the victim side. The TTK in the Max Damage Range remains highly competitive.

Two bug fixes are also included. The upper arm on just one side of the body was taking higher damage, and that has been corrected. The Rapid Fire attachment was not improving Rate of Fire as expected, and that is now functioning correctly. Both of these bug fixes will affect Zombies and Endgame.

TR51 Para Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

43

 

— Range —

0 - 25.4m

Post-Patch:

— Damage —

40 ⇩

 

— Range —

0 - 25.4m

Damage Range:

Medium Damage Range

Pre-Patch:

— Damage —

32

 

— Range —

25.5 - 43.2m

Post-Patch:

— Damage —

32

 

— Range —

25.5 - 43.2m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

24

 

— Range —

>43.2m

Post-Patch:

— Damage —

24

 

— Range —

>43.2m

TR51 Para Additional Adjustments

  • Rate of Fire reduced from 625RPM to 588RPM (does not affect Full-Auto Conversion).
  • Removed an unintended, one-sided upper arm multiplier (Affects Zombies and Endgame).

 

TR51 Para Attachment Adjustments

  • Bolt Carrier Group
    • Now improves Rate of Fire by 6% as intended (Affects Zombies and Endgame).
Weapon:

M15 MOD 0

Adjustments:
Every meter counts. This massive change also affects Zombies and Endgame.

DS20 Mirage Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

23

 

— Range —

0 - 30.5m

Post-Patch:

— Damage —

23

 

— Range —

0 - 31.5m ⇧

Damage Range:

Medium Damage Range

Pre-Patch:

— Damage —

18

 

— Range —

30.6 - 46.4m

Post-Patch:

— Damage —

18

 

— Range —

31.6 - 46.4m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

17

 

— Range —

>46.4m

Post-Patch:

— Damage —

17

 

— Range —

>46.4m

Weapon:

DS20 Mirage

Adjustments:
We are giving the DS20 Mirage one last round of usability improvements that center around usage without the Dual Fire Kit. The weapon will now have noticeably better than average Hip Spread and tighter recoil. The integrated grenade launcher can now also 2-shot when detonating very close to enemies, as opposed to requiring direct impacts. All of these improvements carry into Zombies and Endgame.

 

DS20 Mirage Adjustments

  • Hip Spread values greatly improved (Affects Zombies and Endgame).
  • Reduced View Kick strength (Affects Zombies and Endgame).
  • Integrated grenade launcher has had its Projectile Velocity improved (Affects Zombies and Endgame).
  • Integrated grenade launcher has had its Inner Explosion Damage improved from 34 to 54 (Affects Zombies and Endgame).
Weapon:

Peacekeeper Mk1

Adjustments:
This change to the Peacekeeper Mk1 improves the effectiveness of headshots at Mid Damage Range 2 and in the Min Damage Range, while keeping the Max Damage Range and Mid Damage Range 1 the same.

Peacekeeper Mk1 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

23

 

— Range —

0 - 15.2m

Post-Patch:

— Damage —

23

 

— Range —

0 - 15.2m

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

22

 

— Range —

15.3 - 24.8m

Post-Patch:

— Damage —

21 ⇩

 

— Range —

15.3 - 24.8m

Damage Range:

Medium Damage Range 2

Pre-Patch:

— Damage —

18

 

— Range —

24.9 - 39.4m

Post-Patch:

— Damage —

18

 

— Range —

24.9 - 39.4m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

15

 

— Range —

>39.4m

Post-Patch:

— Damage —

15

 

— Range —

>39.4m

Peacekeeper Mk1 Additional Adustments

  • Headshot Multiplier increased from 1.25x to 1.34x

SMGs

Submachine Gun Adjustments

Weapon
Adjustments
Weapon:

VMP

Adjustments:
The VMP is one of the most iconic Black Ops SMGs, with its primary strength being versatility (fun fact… the BO3 dev name for the VMP is “smg_versatile”). When looking at what made the original VMP so good, the one area that really stands out is its mid-range power. We’ve made changes to the Max Damage Range and recoil to pull back on the VMP’s performance at close and long ranges while keeping that mid-range specialty.

VMP Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

21

 

— Range —

0 - 20.3m

Post-Patch:

— Damage —

21

 

— Range —

0 - 13.5m ⇩

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

18

 

— Range —

20.4 - 27.3m

Post-Patch:

— Damage —

18

 

— Range —

13.6 - 26.7m ⇩

Damage Range:

Medium Damage Range 2

Pre-Patch:

— Damage —

13

 

— Range —

27.4 - 35.6

Post-Patch:

— Damage —

13

 

— Range —

26.8 - 34.9m ⇩

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

12

 

— Range —

>35.6m

Post-Patch:

— Damage —

12

 

— Range —

>34.9m

VMP Additional Changes

  • Increased View Kick strength and deviation.
Weapon:

Gremlin

Adjustments:

The Gremlin is receiving another set of magazine-related improvements, as ammo management is still a bigger downside than it needs to be on the weapon.

 

Gremlin Adjustments

  • Movement speeds improved by 0.1m/s (Affects Zombies and Endgame).
  • Increased reserve ammo.

 

Gremlin Attachment Adjustments

  • Procural Extended Mag
    • No longer reduces Sprint to Fire Time (Affects Zombies and Endgame).
    • No longer increases Reload Time (Affects Zombies and Endgame).
Weapon:

VST

Adjustments:
Back in Season 04 Reloaded, we improved the VST’s recoil to help with usability, and we feel that there’s still room to push that further. The close quarters range is being adjusted slightly to compensate.

Zombies and Endgame will receive the recoil improvement, but not the damage range changes.

VST Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

20

 

— Range —

0 - 7.6m

Post-Patch:

— Damage —

20

 

— Range —

0 - 6.6m ⇩

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

18

 

— Range —

7.7 - 12.2m

Post-Patch:

— Damage —

18

 

— Range —

7.7 - 12.2m

Damage Range:

Medium Damage Range 2

Pre-Patch:

— Damage —

15

 

— Range —

12.3 - 23.5m

Post-Patch:

— Damage —

15

 

— Range —

12.3 - 24.6m ⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

12

 

— Range —

>23.5m

Post-Patch:

— Damage —

12

 

— Range —

>24.6m

VST Additional Adjustments

  • Reduced View Kick and Gun Kick strength (Affects Zombies and Endgame).
Weapon:

REV-46

Adjustments:
The REV-46 was still performing at the low end of SMGs after its last round of adjustments. It has very competitive stats at mid- and long-ranges, so these changes target the Max Damage Range specifically. Additionally, we’re speeding up the animation time for folding and unfolding the stock. While most players build the weapon around one of the two modes and keep it there, we’ve always envisioned swapping modes and maximizing moment to moment potential as the main gameplay hook for the REV-46. Speeding up the animation reduces some of the friction in that play pattern.

REV-46 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

17

 

— Range —

0 - 14m

Post-Patch:

— Damage —

17

 

— Range —

0 - 15m ⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

15

 

— Range —

14.1 - 24.8m

Post-Patch:

— Damage —

15

 

— Range —

15.1 - 24.8m

Damage Range:

Medium Damage Range 2

Pre-Patch:

— Damage —

12

 

— Range —

24.9 - 34m

Post-Patch:

— Damage —

12

 

— Range —

24.9 - 34m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

11

 

— Range —

>34m

Post-Patch:

— Damage —

11

 

— Range —

>34m

REV-46  Additional Adjustments

  • Headshot multiplier increased from 1.28x to 1.3x (Affects Zombies and Endgame).
  • Stock Folding/Unfolding time reduced by 150ms (Affects Zombies and Endgame).
Weapon:

MPC-25

Adjustments:
The MPC-25 is receiving a slight range reduction to cement its close-range role in the SMG category. An improvement to its headshot potential in the first Mid Damage Range gives it an opportunity to punch up against other weapons like the VMP when landing accurate shots. 

Dravec 45 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

30

 

— Range —

0 - 10.2m

Post-Patch:

— Damage —

30

 

— Range —

0 - 9.1m ⇩

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

23

 

— Range —

10.3 - 15.2m

Post-Patch:

— Damage —

24 ⇧

 

— Range —

9.2 - 14.2m ⇩

Damage Range:

Medium Damage Range 2

Pre-Patch:

— Damage —

19

 

— Range —

15.3 - 26m

Post-Patch:

— Damage —

19

 

— Range —

14.3 - 26m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

16

 

— Range —

>26m

Post-Patch:

— Damage —

16

 

— Range —

>26m

Weapon:

Dravec 45

Adjustments:
Now that usage of the Dravec 45 has come back down, we feel comfortable returning some of the range that was removed in previous adjustments. These changes also affect Zombies and Endgame.

Dravec 45 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

26

 

— Range —

0 - 11.4

Post-Patch:

— Damage —

26

 

— Range —

0 - 12.7m ⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

21

 

— Range —

11.5 - 17.8m

Post-Patch:

— Damage —

21

 

— Range —

12.8 - 21.6m ⇧

Damage Range:

Medium Damage Range 2

Pre-Patch:

— Damage —

17

 

— Range —

19.8 - 27.3m

Post-Patch:

— Damage —

17

 

— Range —

21.7 - 31.1m ⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

15

 

— Range —

>27.3m

Post-Patch:

— Damage —

15

 

— Range —

>31.1m

Weapon:

Ryden 45K

Adjustments:
The Ryden 45K is another weapon that can afford better usability in the context of the full post-launch portfolio.

 

Ryden 45K Adjustments

  • Reduced View Kick and Gun Kick strength (Affects Zombies and Endgame).

Shotguns

 

We’ve seen shotgun performance climb over the last seasons of Black Ops 7, and we want to ensure they don’t keep trending too far in that direction after seasonal support. Shotguns are receiving a general reduction to stats aimed at aggressive play, such as handling and Hip Spread while sprinting with Gung Ho. Players should still be able to make attachment tradeoffs to build toward this playstyle.

Shotgun Adjustments

Weapon
Adjustments
Weapon:

SG-12

Adjustments:

SG-12 Adjustments

  • Sprint to Fire Time increased from 200ms to 220ms.
  • ADS Time increased from 250ms to 270ms.
  • Slide to Fire Time increased from 400ms to 420ms.
  • Dive to Fire Time increased from 480ms to 500ms.
  • Hip Spread while sprinting increased by 1.5 degrees.
Weapon:

M10 Breacher

Adjustments:
In addition to a couple of general handling adjustments, the M10 Breacher is receiving hefty changes to the Argus Lever conversion. When reading these changes, please note that the damage, range, and hit location profiles for Hip and ADS are separate on the Argus Lever. For Hip, we are reducing mid-range values and the pellet damage in Mid Damage Range 1, which will require better centering for a one-shot kill at that distance. ADS has various damage multiplier reductions that make it noticeably harder to get one-shot kills at all but very close ranges. And finally, a longer Rechamber Time impacts both Hip and ADS, making missed shots more costly.

 

M10 Breacher Adjustments

  • Sprint to Fire Time increased from 210ms to 230ms.
  • ADS Time increased from 300ms to 310ms.

 

M10 Breacher Argus Lever Attachment Adjustments

M10 Breacher Argus Lever – HIPFIRE Damage Adjustments

Damage Range | Pellets Per Shot: 8
Pre-Patch
Post-Patch
Damage Range | Pellets Per Shot: 8:

Maximum Damage Range

Pre-Patch:

— Damage —

Base: 50

 Pellet: 25

 

— Range —

0 - 2.5m

Post-Patch:

— Damage —

Base: 50

 Pellet: 25

 

— Range —

0 - 2.5m

Damage Range | Pellets Per Shot: 8:

Medium Damage Range 1

Pre-Patch:

— Damage —

Base: 50
Pellet: 18

 

— Range —

2.6 - 7.6m

Post-Patch:

— Damage —

Base: 50
Pellet: 16 ⇩

 

— Range —

2.6 - 6.4m ⇩

 

Damage Range | Pellets Per Shot: 8:

Medium Damage Range 2

Pre-Patch:

— Damage —

Base: 20

 Pellet: 14

 

— Range —

7.7 - 15.2m

 

Post-Patch:

— Damage —

Base: 20

 Pellet: 14

 

— Range —

6.5 - 12.7m ⇩

 

Damage Range | Pellets Per Shot: 8:

Minimum Damage Range

Pre-Patch:

— Damage —

Base: 20

 Pellet: 7

 

— Range —

15.3 - 50.8m

Post-Patch:

— Damage —

Base: 20

 Pellet: 7

 

— Range —

12.8 - 50.8m

M10 Breacher Argus Leaver Attachment Additional Adjustments

  • ADS Headshot multiplier reduced from 3x to 2.5x.
  • ADS Neck multiplier reduced from 2.5x to 2x.
  • ADS Upper Arm multipliers removed (were 1.5x).
  • Rechamber Time increased by 450ms to 500ms.
Weapon:

Echo 12

Adjustments:

Echo 12 Adjustments

  • Sprint to Fire Time increased from 230ms to 250ms.
  • ADS Time increased from 310ms to 320ms.
  • Slide to Fire Time increased from 400ms to 440ms.
  • Dive to Fire Time increased from 480ms to 520ms.
  • Hip Spread while sprinting increased by 2 degrees.
Weapon:

Akita

Adjustments:

Akita Adjustments

  • Sprint to Fire Time increased from 160ms to 170ms.
  • Slide to Fire Time increased from 350ms to 360ms.
  • Dive to Fire Time increased from 430ms to 440ms.

LMGs

LMG Adjustments

Weapon
Adjustments
Weapon:

Mammoth

Adjustments:
The Mammoth is in a much healthier spot after its previous adjustment. We’re pushing another small bump to recoil, which will make an attachment more important for stretching out ranges with this weapon.

 

Mammoth Adjustments

  • Slightly Increased View Kick Strength.
Weapon:

Sokol 545

Adjustments:
We feel that the new Warpath Blitz Kit for the Sokol 545 landed in a good spot, but there was still room for the handling improvements to go higher.

 

Sokol 545 Attachment Adjustments

  • Warpath Blitz Kit
    • ADS improvement increased from 20ms to 30ms (Affects Zombies and Endgame).
    • Sprint to Fire improvement increased from 5ms to 15ms (Affects Zombies and Endgame).
Weapon:

XM325

Adjustments:
The XM325 is yet another case of a weapon that can now receive a recoil improvement to help usability relative to the expanded weapon portfolio.

 

XM325 Adjustments

  • Slightly improved View Kick Strength and Deviation (Affects Zombies and Endgame).

Marksman Rifles

Marksman Rifle Adjustments

Weapon
Adjustments
Weapon:

KRS 7.62

Adjustments:
The KRS 7.62 has fallen in usage, in part because it can struggle to shine relative to the higher damage Marksman Rifles. While these other weapons are receiving adjustments, we also have mobility, handling, and recoil improvements to the KRS 7.62 that will further help it stand out in the class.

 

KRS 7.62 Adjustments

  • Movement speeds improved by 0.1m/s (Affects Zombies and Endgame).
  • ADS Time improved from 330ms to 315ms. (Affects Zombies and Endgame).
  • Improved View Kick strength (Affects Zombies and Endgame).
Weapon:

Warden 308

Adjustments:
The Warden 308 has had its damage profile changed to fall off quicker, as well as its hit location multipliers adjusted. Now only a headshot will result in a one-shot kill in the Max Damage Range. With its solid Rate of Fire, it’s now positioned as a two shot weapon with headshot upside out to mid range.

We initially left the Damage Barrel untouched, as it has not seen much use lately. We suspect that will change after these updates, so we are planning a follow-up adjustment to that one.  

Warden 308 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

75

 

— Range —

0 - 32.4

Post-Patch:

— Damage —

75

 

— Range —

0 - 32.4

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

72

 

— Range —

32.5 - 41.9m

Post-Patch:

— Damage —

71 ⇩

 

— Range —

32.5 - 41.9m

Damage Range:

Medium Damage Range 2

Pre-Patch:

— Damage —

71

 

— Range —

42 - 57.2m

Post-Patch:

— Damage —

-

 

— Range —

-

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

45

 

— Range —

>57.2m

Post-Patch:

— Damage —

45

 

— Range —

>41.9m

Warden 308 Additional Adjustments

  • Headshot multiplier reduced from 1.45x to 1.39x.
  • Neck multiplier reduced from 1.39x to 1.3x.
  • Upper Torso multiplier reduced from 1.35x to 1.2x.
  • Upper Arms now have a multiplier of 1.2x.
  • ADS Movement speed decreased by 0.1m/s.
Weapon:

M34 Novaline

Adjustments:
The M34 Novaline remains capable of the one-burst kill, but adjustments to Rate of Fire, handling, mobility, and recoil will make that more difficult.

The Garand Conversion is also receiving another round of adjustments to make sure it sits in a unique spot after all of the Marksman Rifle changes. Compared to the Warden 308, the Garand has a more favorable one-shot potential given its slower Rate of Fire, as well as more recoil.

 

M34 Novaline Adjustemnts

  • Rate of Fire within the burst decreased from 750 RPM to 706 RPM.
  • ADS Time increased from 350ms to 380ms.
  • Increased View Kick.
  • ADS Movement Speed decreased by 0.15m/s.

 

M34 Novaline Garand Conversion Kit Adjustments

M34 Novaline Garand Conversion Kit Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

80

 

— Range —

0 - 20.3m

Post-Patch:

— Damage —

80

 

— Range —

0 - 20.3m

Damage Range:

Medium Damage Range

Pre-Patch:

— Damage —

75

 

— Range —

20.4 - 38.1m

Post-Patch:

— Damage —

75

 

— Range —

20.4 - 45.7m ⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

47

 

— Range —

>38.1m

Post-Patch:

— Damage —

47

 

— Range —

>45.7m

M34 Novaline Garand Conversion Kit Additional Adjustments

  • Reduced Upper Torso multiplier from 1.3x to 1.2x.
  • Upper Arms now have a multiplier of 1.2x.
  • increased Gun Kick and View Kick strength.

Special Weapons

Special Weapon Adjustments

Weapon
Adjustments
Weapon:

Roc 20mm

Adjustments:
We saw player feedback that the Roc 20mm does not live up to its caliber when used against Scorestreaks, and we agree it should excel more in this area. Both the default rounds and explosive rounds will now deal much greater damage to destructible Scorestreaks.

 

ROC 20mm Adjustments

  • Increased damage against Scorestreaks.

ZOMBIES

 

To everyone who joined us inside the Dark Aether throughout Black Ops 7, thank you for an amazing year! On behalf of the entire Zombies team at Treyarch, it’s been a pleasure sharing it with you. 

This is the final game update for Black Ops 7 Zombies with no further content additions planned, as the team has been heads-down on what comes next. Au revoir for now!

 

Maps

  • Rex Infernus
    • Addressed an issue where zombie enemy pathing could break when approaching Caltheris Temple from Ruinas Insula.
    • Addressed an issue where players could lose the Void Claw when picking up an item.

 

Modes

  • Mister Peeks Mayhem
    • Addressed an issue that caused weapons to duplicate when upgraded through the Pack-a-Punch machine while in alternate-fire mode.
  • Boss Rush
    • Addressed an issue where players could be left behind by answering the phone as the Boss Rush vote ended.
    • Addressed an issue where the Guardian’s slam attacks could appear incorrectly when elevated.
  • Rogue Run
    • Addressed an issue where the Abomination could get stuck when spawning in the Training Area on Kowakujo.
    • Addressed an issue where the Abomination could get stuck when spawning next to the Mystery Box in Zarya Cosmodrome on Ashes of the Damned.
  • Cursed
    • Addressed an issue where Samantha’s Drawing Relic could replace the Ballistic Knife with a non-melee weapon.

 

Weapons

  • Added Season 06 weapons to the Mystery Box.
  • Added missing weapon rarity tiers for the VMP, Arcblade, Katana, and Ballistic Knife.
  • Addressed an issue resulting in the wrong display name for the Arcblade when Pack-a-Punching a Blueprint. 

 

Menus

  • “Remember Us - A Journey Through the Dark Aether” can now be found in the Cinematics tab in the Zombies Intel Menu. 

 

Audio

  • Addressed an issue where the Necrofluid Gauntlet’s melee attack could be heard by every player in the match from great distances.

 

Stability

  • Addressed various stability issues.

ZOMBIES

 

Maps 

  • Rex Infernus
    • Addressed an exploit where players could obtain and reuse a Void Claw indefinitely.
    • Addressed an issue where the Web Mother could be duplicated when dying to the Nexus Forge rings.

 

Modes 

  • Directed
    • Kowakujō
      • Addressed an issue where the objective text could be cut off while cross-examining evidence.
  • Cursed
    • Paradox Junction
      • Addressed an issue where the Mangler Helmet Relic portal would not appear after eliminating the HVT with a Pack-a-Punched Ultra rarity knife while the Mr. Peeks Mayhem Relic is active.

 

Weapons 

  • Addressed an issue where using the XM325 with the Titan Wield stock and Mule Kick with the Pack Mule Augment could empty the left weapon’s ammo and make it unusable.